Age | Commit message (Collapse) | Author |
|
This just moves a couple of files in `space_node` to C++ and fixes
related errors.
The goal is to be able to use C++ data structures to simplify the code.
Differential Revision: https://developer.blender.org/D11451
|
|
This is especially useful when trying to add a node group instance, e.g. via
drag & drop from the Outliner or Asset Browser.
Previously this would just silently fail, with no information why. This is a
source of confusion, e.g. earlier, it took me a moment to realize I was
dragging a node group into itself, which failed of course.
Blender should always try to help the user with useful error messages.
Adds error messages like: "Nesting a node group inside of itself is not
allowed", "Not a compositor node tree", etc.
Adds a disabled hint return argument to node and node tree polling functions.
On error the hint is reported, or could even be shown in advance (e.g. if
checked via an operator poll option).
Differential Revision: https://developer.blender.org/D10422
Reviewed by: Jacques Lucke
|
|
Add call to `DEG_relations_tag_update`
Differential Revision: https://developer.blender.org/D10928
|
|
Added a condition to the poll so that it ignores drag and drop on the button. The Paste Name operator is just not implemented. Doesn't work for shading nodes either.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D10769
|
|
Add missing call to ED_node_tag_update_nodetree which solves the missing update on initial drag.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D10769
|
|
Info and Sample Texture nodes
See: {T86296}
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10648
|
|
|
|
When dropping an asset somewhere, it is appended and then a drop operation is
called to actually add it to the scene based on current context. If this drop
operation fails, the appended data-block is now still in the .blend. The user
may not notice and not expect this.
Instead idea is to rollback any changes done by dropping code if the operation
fails, namely removing the appended data-block again.
Adds a new `cancel()` callback which is called if the drop operator returns
`OPERATOR_CANCELLED` to drop-boxes and a generic function to deal with assets
on drop failure.
Also removes the `free_id_on_error` property of the `NODE_OT_add_group`
operator, which was used as ad-hoc solution to get this same behavior.
|
|
Adds `NODE_OT_add_group` operator to add a node group from a given name, and
uses that to register a node editor drop-box.
When dropping a node-group asset, the ID will be appended. This is what we do
for other ID assets too.
Should the node group insertion fail (e.g. the group is not compatible with the
current tree, as checked by the poll), the appended data-block is removed.
Differential Revision: https://developer.blender.org/D10405
Reviewed by: Jacques Lucke
|
|
In the operation of adding reroute node to the intersection with the
gesture segment, each rerount was added to the middle of two points that
are part of the segment.
Now add the reroute point to the intersection position.
Maniphest Tasks: T85149
Differential Revision: https://developer.blender.org/D10247
|
|
For assets, the copy callback of the drop-box would append the asset
data-block. Check if the operator's poll succeeds before calling the copy
callback.
Otherwise the data-block is "secretly" appended, which the user doesn't expect
and won't notice without checking the file data in the Outliner.
For masks I had to extend the poll function, it didn't check context
sufficiently.
|
|
This commit moves runtime-only variables from the `SpaceNode`
DNA struct to a private struct in `node_intern.h`. Before, it was hard
to tell which data needed to be saved in files, this should make it
more clear.
Node that the `edittree` field is basically a runtime variable, since
it's set from the `treepath` list on read, but moving it would require
some more invasive changes that I don't think are worth it right now.
Also, not all of the moved variables were explicitly cleared on read--
`aspect` is set at the start of a redraw, `cursor` is set in a region
callback, and `recalc` was used as an update flag.
Differential Revision: https://developer.blender.org/D10141
|
|
`WM_operator_properties_filesel()` allows C operators to set a display or sort
type for the File Browser to use. But the File Browser would always override
that because of an invalid `_is_set()` check. (The operators don't actually set
the value, they only set the property's default value.)
The only operator affected by this is "Recover Auto Save". It is supposed to
show a vertical list ordered chronologically. It used settings from the
previous File Browser usage before this patch.
Operators using the File Browser should generally use
`FILE_DEFAULTDISPLAY`/`FILE_SORT_DEFAULT` now, except if they have a reason not
to. See comments at their definition.
----
This makes it so operators that set a different display or sort type
don't change the sort or display type for the next File Browser operation.
So using "Recover Auto Save" entirely isolates display and sort type from other
operations.
Differential Revision: https://developer.blender.org/D8598
Reviewed by: Bastien Montagne
|
|
|
|
|
|
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors/space_node` module.
No functional changes.
|
|
Due to recent changes clicks in the node editor would trigger a
depsgraph update resulting in too many redraws. This patch limits
the updates to when workbench shown in texture mode in any visible
screen.
There are still cases where too many updates are created. For example when
there are a Cycles render viewport and a Workbench texture viewport on the
same screen.
This fix is meant as a workaround. The actual fix should add a mechanism
to the depsgraph and the viewports should check if they need to be redrawn.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D7830
|
|
|
|
The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
|
|
Note that `BKE_library.h`/`library.c` were renamed to
`BKE_lib_id.h`/`lib_id.c` to avoid having a too generic name here.
Part of T72604.
|
|
There was a mix of old and new constants. Now have one list of WM_CURSOR_*
cursor types, using GHOST standard cursors when available and otherwise falling
back to our custom cursors.
Ref D5197
|
|
reference."
This reverts commits 54fd8176d7e91, 4c5becb6b1 and 8f578150e.
Those kind of commits must be reviewed and approved by project owners.
That one:
* Broke Collada building by not properly updating all calls to modified
function.
* Broke *whole* ID management by not properly updating library_query.c.
And in general, I am strongly against backward ID pointers, those are
*always* a serious PITA for ID management. Sometimes they cannot be
avoided, but in general other ways to get that kind of info should be
investigated first.
|
|
NodeTree structures of materials and some other data blocks are
effectively node group data block objects that are contained inside
the parent block. Thus, direct references to them are only valid
while blender is running, and are lost on save.
Fix Copy As New Driver to create a reference that goes through
the owner data block, by adding a new runtime field to bNodeTree.
|
|
Most code uses ReportList argument last (or at least not first)
when an optional report list can be passed in.
|
|
The goal is to prevent assignment of temporary or evaluated meshes
to objects from the main database.
Majority of the change is actually related on passing reports around.
On a positive side there are more error prints which can become more
visible to scripters.
There are still possible further improvements in the related areas.
For example, disable user counting for evaluated ID datablocks when
assignment happens. But can also happen later on as a separate
improvement.
Reviewers: brecht, campbellbarton, mont29
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4884
|
|
|
|
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
|
|
|
|
It should be under the mouse cursor but was wrong for high DPI. Also put the
cursor in the header now so it's easy to reposition.
|
|
While \file doesn't need an argument, it can't have another doxy
command after it.
|
|
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
|
|
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
|
|
|
|
|
|
|
|
|
|
Conflicts:
source/blender/blenkernel/BKE_mesh.h
source/blender/blenkernel/intern/mesh_convert.c
source/blender/editors/interface/interface_eyedropper_color.c
source/blender/editors/object/object_add.c
source/blender/editors/space_image/image_ops.c
source/blender/makesrna/intern/rna_image.c
source/blender/windowmanager/intern/wm_draw.c
|
|
BKE_image was an ugly nest, could fix all but the ones from compositor,
so moved ugly G.main there, at least we know where the Evil is that way ;)
|
|
|
|
|
|
Conflicts:
source/blender/editors/object/object_add.c
source/blender/editors/object/object_select.c
source/blender/editors/space_outliner/outliner_edit.c
|
|
|
|
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
|
|
Practically all access to enum data is read-only.
|
|
In preparation for modal operators storing their properties,
no need to keep mouse-paths around.
Also use generic function for lasso properties.
|
|
|
|
|
|
Was using a bunch of different spellings, mostly "data-block" though, so went with that one (would have been my #1 choice anyway ;) )
|
|
This operator is intended to be used by drag-n-drop, no user invocation
is expected to happen here. Use Add->Search to quickly add nodes instead.
|
|
|